Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced!
The artwork of Atari inspired a generation and created a bridge from the simple on-screen graphics of its early games to the imaginations of eager gamers. Now, Dynamite Entertainment proudly brings the most iconic, mind-blowing video game illustrations to posters, each one easy to remove and perfect for display, showcasing the tremendous talent of Atari's greatest artists! "Price Includes VAT"
Atari Inc. - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.' Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available. An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like: * All the behind the scenes stories surrounding the creation of the company's now iconic games and products. * The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains * The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead. * The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's" * How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block. If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!
Showcases 80 video games selected by an international poll for inclusion in a Smithsonian American Art Museum exhibition, sharing the inside stories of the games' development, interviews with key artists and designers and vivid full-color artwork from the games, in a book that features Pac-Man, Space Invaders, BioShock, Uncharted, Mass Effect and many more.
The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of "Japaneseness."
Profiles the rise of Atari from its beginnings with Nolan Bushnell and capital of five hundrd dollars through its phenomenal growth in the 1970s to its numerous problems
Since its inception 30 years ago, the Street Fighter™ video game series from Capcom has thrived based on a lethal combination of innovation, style and technique. From first-of-their-kind advances such as selectable characters and secret combo moves, to imagination-capturing characters such as Ryu, Chun-Li, and Akuma, Street Fighter has stayed a step ahead of the competition en route to becoming one of the most enduring and influential franchises in video game history. Undisputed Street Fighter™ features in-depth interviews and exclusive, behind-the-scenes looks into the making of the Street Fighter games, and the iconic art, design, and imagery from across the Street Fighter universe.
Top Graphic Designers Share Their All-Time Best Work Brimming with inspiration, Damn Good highlights the favorite work of designers around the globe, showcasing their best, most passionate projects. This unique and diverse collection challenges the status quo and typical industry boundaries, and also contains the stories behind the work-in the words of the creative teams who designed them. Damn Good features a bold range of design work, spanning 35 countries and multiple disciplines, including print design, logo design, identity design, package design, interactive design, and more. Featuring Work From: DEUTSCH DESIGN WORKS DEVICE FUSEPROJECT GRIP DESIGN HATCH DESIGN ID29 MODERN DOG DESIGN CO. MOXIE SOZO OGILVY RICKABAUGH GRAPHICS STEFAN BUCHER STUDIOFLUID VOLUME, INC. WALLACE CHURCH
A brief history of the Atari 2600, as well as fun facts and details on how to play over 65 classic Atari games.
Until recently, most independent or hobbyist game programming took place on the Microsoft Windows platform. Mac OS and Linux weren’t nearly as popular, and programming on home game consoles was out of the question. Today’s game-programming world is more diverse. THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING is for developers working across a variety of platforms—Windows, Linux, MacOS, Android, etc. Using SDL (Simple DirectMedia Layer), a cross-platform software library, this book features demos and video tutorials for each chapter, and, in addition to multiplatform game programming, covers game engine development, software design, and programming a complete game. Get started in cross-platform development today with THE BLACK ART OF MULTIPLATFORM GAME PROGRAMMING.
Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.
Clay animated superstar Gumby has made an indelible impact on our culture and continues to enchant and entertain generations. Filmmaker Art Clokey’s personal story is one of mystical adventure, tragedy, triumph, art, and most of all, love. This lavish career-spanning retrospective explores the legendary creator’s life and complete works. All of his many creations, including Gumby and Davey & Goliath, are interwoven with a rich tapestry of rare photos and stories — the ingredients for a fascinating tale.
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Restricted to 4,000 copies, The Art of He-Man and the Masters of the Universe Limited Edition comes packaged in a deluxe Castle Grayskull slipcase, with an exclusive foil embossed cover and portfolio print, coming in at just under 400 pages with commentary written by Tim & Steve Seeley. In 1982, the world was introduced to He-Man and Masters of the Universe. What followed was a cultural sensation that changed the landscape of children's entertainment forever! Join Mattel and Dark Horse in this comprehensive retrospective chronicling the decades-long epic journey of He-Man from toy, to television, to film, to a true pop culture phenomenon! The Art of He-Man and the Masters of the Universe includes rarely seen images of concept sketches, prototypes, and more from Mattel's archives. Featuring beautifully restored art from master illustrator Earl Norem - celebrated artist of the most memorable He-Man images, interviews with Dolph Lundgren, Paul Dini, Erika Scheimer, and many more! -from publisher.
A NEW YORK TIMES BESTSELLER As a healthy, happy thirty-nine-year-old mother with no family history of breast cancer, being diagnosed with the disease rocked Hollye Jacobs’s world. Having worked as a nurse, social worker, and child development specialist for fifteen years, she suddenly found herself in the position of moving into the hospital bed. She was trained as a clinician to heal. In her role as patient, the healing process became personal. Exquisitely illustrated with full-color photographs by Hollye’s close friend, award-winning photographer Elizabeth Messina, The Silver Lining is both Hollye’s memoir and a practical, supportive resource for anyone whose life has been touched by breast cancer. In the first section of each chapter, she describes with humor and wisdom her personal experience and gives details about her diagnosis, treatment, side effects, and recovery. The second section of each chapter is told from Hollye’s point of view as a medical expert. In addition to providing a glossary of important terms and resources, she addresses the physical and emotional aspects of treatment, highlights what patients can expect, and provides action steps, including: What to do when facing a diagnosis How to find the best and most supportive medical team What questions to ask What to expect at medical tests How to talk with and support children How to relieve or avoid side effects How to be a supportive friend or family member How to find Silver Linings Looking for and finding Silver Linings buoyed Hollye from the time of her diagnosis throughout her double mastectomy, chemotherapy, radiation, and recovery. They gave her the balance and perspective to get her through the worst days, and they compose the soul of the book. The Silver Lining of Hollye’s illness is that she can now use the knowledge gleaned from her experience to try to make it better for those who have to follow her down this difficult path. This is why she is sharing her story. Hollye is the experienced girlfriend who wants to help shed some light in the darkness, provide guidance through the confusion, and hold your hand every step of the way. At once comforting and instructive, realistic and inspiring, The Silver Lining is a visually beautiful, poignant must-read for everyone who has been touched by cancer.
Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform -- from Deluxe Paint to AmigaOS to Cinemaware -- in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Rusty Duncan and Samantha Macgregor continue their adventures in a small town called Sunnyville.
"Traces the graphic evolution from early games through the golden era of arcade gaming all the way to current HD masterpieces"--Publisher's note.
Aimed at avid and/or highly skilled video gamers, 'Gaming Hacks' offers a guide to pushing the limits of video game software and hardware using the creative exploits of the gaming gurus.